Javascript Step 1 Design a Monster class. A Monster is created with a language argument string and a stomach represented by an array. The Monster should support functions eat() and speak(). Use the class notation to define your Monster object's interface. eat(food) will store the passed argument into its stomach and return what it has eaten thus far. speak(sentence) will simply return the passed in phrase. class Monster(language) { constructor(language){ // set language } // takes a food_item STRING and returns everything eaten so far ARRAY eat(food_item) { // ... complete } // takes in a sentence STRING and returns the passed in sentence STRING with no change speak(sentence) { // ... complete } } Step 2 Create an object, Gremlin, that extends the Monster interface and takes the same argument language. Gremlins inherits how a monster eats. Gremlins speaks differently. Gremlins replace each word in a sentence with its only known language, "gar". For example, if the sentence is "I like chicken", the speak() method will turn it into "gar gar gar". Step 3 Implement at least two test cases to make sure your Gremlin object is correctly implementing the Monster interface with its own override functions (if applicable). You may use the assert()method we defined in the lecture notes page of this module or define your own assert(). The test code can live in the same file and should create an instance of a Gremlin object in order to test. // your code from part 1 and 2 let gremlin = new Gremlin(...); // tests here
Javascript
Step 1
Design a Monster class. A Monster is created with a language argument string and a stomach represented by an array. The Monster should support functions eat() and speak(). Use the class notation to define your Monster object's interface.
eat(food) will store the passed argument into its stomach and return what it has eaten thus far.
speak(sentence) will simply return the passed in phrase.
class Monster(language) {
constructor(language){
// set language
}
// takes a food_item STRING and returns everything eaten so far ARRAY
eat(food_item) {
// ... complete
}
// takes in a sentence STRING and returns the passed in sentence STRING with no change
speak(sentence) {
// ... complete
}
}
Step 2
Create an object, Gremlin, that extends the Monster interface and takes the same argument language.
- Gremlins inherits how a monster eats.
- Gremlins speaks differently. Gremlins replace each word in a sentence with its only known language, "gar". For example, if the sentence is "I like chicken", the speak() method will turn it into "gar gar gar".
Step 3
Implement at least two test cases to make sure your Gremlin object is correctly implementing the Monster interface with its own override functions (if applicable). You may use the assert()method we defined in the lecture notes page of this module or define your own assert(). The test code can live in the same file and should create an instance of a Gremlin object in order to test.
// your code from part 1 and 2
let gremlin = new Gremlin(...);
// tests here
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